需要帮助,使我的按键监听器脱离主体

问题描述 投票:1回答:1

我已经开始创建一个可以自由移动的游戏。您通过使用键盘进行移动时,它可以正常工作,但我要做的就是将其从主键盘中取出,以便在不同类别的乘法运算时可以打电话。我试图将其放在public static void中,并从main调用该方法,但是它不起作用。我的代码在下面提供。我已经对此坚持很久了。

我在相框中有一张图片以使其可见,该图片被命名为1。

import java.awt.event.KeyEvent;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.*;
public class StartGame {
    public static void main(String[] argv) throws Exception {
        JFrame MainFrame = new JFrame();
        MainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        MainFrame.setSize(1210, 700);
        MainFrame.setLocation(new java.awt.Point(150, 30));
        MainFrame.setLayout(null);
        MainFrame.setFocusable(true);
        MainFrame.setFocusTraversalKeysEnabled(true);
        MainFrame.setIconImage(new ImageIcon("images\\sword.png").getImage());
        JLabel thing = new JLabel();
        thing.setIcon(new ImageIcon("image\\1.gif"));
        thing.setBounds(300, 300, thing.getPreferredSize().width, thing.getPreferredSize().height);

        MainFrame.addKeyListener(new java.awt.event.KeyListener() {
            public void keyPressed(KeyEvent e) {
                if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W) {
                    if (0 < thing.getY()) { 
                        thing.setLocation(thing.getX(), thing.getY() - 10);
                    }
                }
                if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S) {
                    if (thing.getY() < 570) {
                        thing.setLocation(thing.getX(), thing.getY() + 10);
                    }
                }
                if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D) {
                    if (thing.getX() < 1110) {
                        thing.setLocation(thing.getX()+ 10, thing.getY());
                    }
                }
                if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A) {        
                    if (0 < thing.getX()) {
                        thing.setLocation(thing.getX() - 10, thing.getY());
                    }
                }

            }

            public void keyTyped(KeyEvent e) {

            }

            public void keyReleased(KeyEvent e) {


            }
        });

        MainFrame.add(thing);
        MainFrame.setVisible(true);
    }
}
java keypress
1个回答
0
投票

不使用KeyListener,请使用key bindings API。使用键绑定API将使您能够在“窗口”级别而不是组件级别(如果需要)响应键事件。

例如...

import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.ImageIcon;
import javax.swing.InputMap;
import javax.swing.JComponent;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.KeyStroke;

public class StartGame {

    public static void main(String[] argv) throws Exception {
        JFrame mainFrame = new JFrame();
        mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        mainFrame.setSize(1210, 700);
        mainFrame.setLocation(new java.awt.Point(150, 30));
        mainFrame.setLayout(null);
        mainFrame.setFocusable(true);
        mainFrame.setFocusTraversalKeysEnabled(true);
        mainFrame.setIconImage(new ImageIcon("images\\sword.png").getImage());
        JLabel thing = new JLabel("X");
        //thing.setIcon(new ImageIcon("image\\1.gif"));
        thing.setBounds(300, 300, thing.getPreferredSize().width, thing.getPreferredSize().height);

        InputMap inputMap = thing.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW);
        ActionMap actionMap = thing.getActionMap();

        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "move.up");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_W, 0, false), "move.up");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "move.down");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_S, 0, false), "move.down");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), "move.left");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_A, 0, false), "move.left");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), "move.right");
        inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_D, 0, false), "move.right");

        actionMap.put("move.up", new ThingAction(thing, new Point(0, -1)));
        actionMap.put("move.down", new ThingAction(thing, new Point(0, 1)));
        actionMap.put("move.left", new ThingAction(thing, new Point(-1, 0)));
        actionMap.put("move.right", new ThingAction(thing, new Point(1, 0)));

        mainFrame.add(thing);
        mainFrame.setVisible(true);
    }

    public static class ThingAction extends AbstractAction {
        private JLabel thing;
        private Point delta;

        public ThingAction(JLabel thing, Point delta) {
            this.thing = thing;
            this.delta = delta;
        }

        @Override
        public void actionPerformed(ActionEvent arg0) {
            thing.setLocation(thing.getX() + delta.x, thing.getY() + delta.y);
        }
    }
}

这是一个非常基本的示例,但是它说明了两个关键点:

  1. 您可以将多个键分配给一个动作
  2. 您可以将输入(即键盘)与实现分离,这意味着您可以使用相同的基数Action处理鼠标输入或操纵杆输入

0
投票

首先,您需要使用游戏循环模式。游戏循环模式是按特定顺序处理游戏事件的循环。首先,您处理输入,更新对象并最后渲染屏幕。此图像是该渲染的示例:

enter image description here

如果您在项目开始时就没有遵循这种模式,那么后期您会发现更多的处理困难。

请阅读此博客以找到有关它的更多信息:https://gamesprogramminggroup02.wordpress.com/2016/03/04/design-patterns-game-loop/

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